Colossal Ruin (3.5e Monster)
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Colossal Ruin | |
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Size/Type: | Huge Outsider (Abomination, Evil) |
Hit Dice: | 16d10+128 (288 hp) |
Initiative: | +1 |
Speed: | 50 ft. |
Armor Class: | 32 (+1 dex, +23 natural, -2 size), touch 9, flat-footed 31 |
Base Attack/Grapple: | +16/+43 |
Attack: | Slam melee +14 (4d6+22 plus 4d6 acid and improved grab, 20/x2) or Fire Orb ranged touch +14 (4d6+22 plus 4d6 hellfire, 19-20/x2) |
Full Attack: | Four Slams +14 (4d6+22 plus 4d6 acid and improved grab, 20/x2) or Three Fire Orbs ranged touch +14 (4d6+22 plus 4d6 hellfire, 19-20/x2) |
Space/Reach: | 15 ft./15 ft. |
Special Attacks: | Constrict, Flamethrower Charge, Meteor Herd |
Special Qualities: | Anathema, Blindsight 50 ft, DR 20/good and magic and DR 10/-, Fast Healing 40, Immune to acid/fire, Immune to ability drain/ability damage/disease/poison/mind-affecting effects/polymorphing/petrification/any form-altering attack, Legion of Faces, Resist Cold/Electricity/Sonic 10, Ruinous Body, SR 28, Telepathy 250 ft., True Seeing |
Saves: | Fort +20, Ref +11, Will +16 |
Abilities: | Str 40, Dex 13, Con 26, Int 13, Wis 19, Cha 15 |
Skills: | Balance +20, Climb +34, Intimidate +29, Jump +42, Listen +23, Search +20, Spot +23, Spellcraft +20, Survival +23 |
Feats: | Improved OverrunB, Improved GrappleB, Power Attack, Cleave, Improved Bull Rush, Improved Critical (Fire Orb), Iron Will, Great Fortitude |
Environment: | Ruins |
Organization: | Solitary |
Challenge Rating: | 16 |
Treasure: | Half Standard |
Alignment: | Always Evil |
Advancement: | 17-36 HD (Huge), 13-16 HD (Gargauntuan) |
Level Adjustment: | — |
A massive pile of sludge towers over you, crowned with an array of pipes, gears, and burning smokestacks and step upon a foundation of four stubby, arm-like feet. A giant doll's head protrudes from what you presume is between its legs, and dozens of smaller heads dot the cylindrical torso. Where a head should be, near the top, instead displays a mane of four arms devoid of a face. The constant howl it emits is enough to drive you insane!
The strongest of all the ruinous forms, the colossal ruin is formed out of dozens of ruins which have been bound together in a chaotic swarm of discord and suffering, its heart throbbing with infernal heat from its furnace. It is durable and heals rapidly from wounds and is able to bring pain at both close and long range. They lead armies of ruin beasts into battle in an effort to bring disorder.
Combat[edit]
The colossal ruin mixes its abilities as needed, fighting with much more intelligence than most ruinous beasts. At long range it releases Fire Orbs en masse while slowly closing distance. When closer, its powerful slams and grappling ability crush the life out of anything it touches. Only until all of its external faces have been destroyed does its real face manifest, allowing it to actually take damage. When this occurs, it begins to employ its flamethrower to disturbing effect.
Anathema (Ex): Abominations are not affected by supernatural, spell-like or spells of a divine nature such as divine spellcasting, salient divine abilities and the abilities of deities and divine creature. Additionally any weapon they wield, spells, spell-like abilities, supernatural abilities and natural attack count as having the bane property against all divine creatures and creatures capable of divine casting.
Constrict (Ex): A colossal ruin deals damage equal to 4d6+22 plus 4d6 acid with a successful grapple check against a creature up to one size larger than itself.
Flamethrower Charge (Su): The colossal ruin can reveal massive pipes out of its torso which blasts a wave of hellfire. As a full-round action the colossal ruin can proceed to trample its opponents except it deals 4d6+22 bludgeoning and 16d6 points of hellfire damage, DC 26 Reflex for half if the attack of opportunity is not taken. Unlike most tramples, this is Constitution based.
The colossal ruin can keep up the flamethrower charge for up to 3 rounds. Whenever it ceases, it becomes staggered for 1 round as it recovers, and it's AC drops by -4 during the period. It must expose its real face to use flamethrower and during the subsequent staggering (see Legion of Faces), so it usually does not employ this ability until its head is already exposed.
Legion of Faces (Ex): The colossal ruin is covered in faces, but none are its real face. These faces provide the colossal ruin a buffer of hit points, 50 hp each, with six faces on the outside. Any attacks which strike the colossal ruin may damage and kill a face, wasting any additional damage over 50. Additional strikes and Cleave attacks can continue to strike at the colossal ruin in order to destroy more faces. They are considered additional targets, making area effects highly effective.
Once its six lesser faces are destroyed, its real head appears from the void between its many arms. Typically it switches to heavy use of the Flamethrower Charge ability during this time. Only when its real face is exposed can the colossal ruin be harmed, all other attacks are taken by its lesser faces.
Meteor Herd (Su): As a full-round action, a colossal ruin can duplicate meteor swarm as a supernatural ability every 1d4 rounds, Reflex save DC 26. The saving throw is Constitution-based, and the fire damage is changed to hellfire damage.
Ruinous Body (Ex): The colossal ruin is composed of a thick toxic substance which is dangerous to touch. It's natural attacks deal an extra 4d6 acid damage, and those striking the colossal ruin with natural attacks, unarmed strikes, or grappling the creature take the same 4d6 acid damage each strike.
True Seeing (Su): Colossal ruins have a continuous true seeing ability, as the spell (caster level 20th).
Back to Main Page → 3.5e Homebrew → Monsters
Eiji-kunv |
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Alignment | Always Evil + |
Author | Eiji-kun + |
Challenge Rating | 16 + |
Environment | Ruins + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Unrated + |
Size | Huge + |
Subtype | Abomination + and Evil + |
Title | Colossal Ruin + |
Type | Outsider + |